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"did someone say cereal?" - ben, probably
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# ? Apr 26, 2025 19:37 |
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To be fair it isn't hard to mistake Derek's games for something made 15-20 years ago.
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i feel bad about that but he is a terrible person like, in general
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Kellanved posted:Well, serialization. It's a bit late to think about this, no? You either don't care about the flipped bits and use UDP, or you want the packet and go TCP. Everything else is then in the application space, so you can set up a UDP updates route for *positional* elements and TCP for, say, *how many missiles do have*. In terms of security, most people just use TLS over HTTP, or if you're really kinky, inject some encryption above the network layer. Encryption uses about 25% extra bandwidth; if you can offload to a device with hardware encryption modules, you don't even notice the CPU cost. Thing is that the network scaling is not a new problem, but while the graphics cards have scaled to provide the fidelity to animate 65K bits of your spaceship flying apart during an explosion, the positional updates per tick of each piece mean the client/server update fuuuuuuuuuuucccccckkkkkkkssss bandwidth. It's why everyone cheats and you get a clientside explosion and 'DEAD=1' updated to the server. Broken record uncle reminiscence: Eve originally used to track every drone, can and every *missile* as a server object, rather than a localized object in a grid. First step to combat this was making missiles a 100% hit sig res/sig rad, then dropping the *max* number of inflight drones to 5 from 10. Second stage was only keeping track of poo poo on local grid, and putting timers on cans. They were literally moving the number of tracked objects down to maintain bandwidth for important stuff and completely hosed over the Navy Vexor in the process. The original Navy Vexor threw out fifteen drones.
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Hey guys, I have a brand new idea that could certainly help CIG. Like, what if you could create objects that inherited the properties of other objects? I would call this property inheritronics.
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Ben Lesnick, Cereal Killer
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trucutru posted:Hey guys, I have a brand new idea that could certainly help CIG. Like, what if you could create objects that inherited the properties of other objects? I would call this property inheritronics. Check out time machine man from the distant future. Please be realistic.
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For today's Stimpire moment, I present to you the worst type of deskeletonization http://i.imgur.com/qm7Ftev.gifv
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examples of serialized booleans used in Door 2.0 technology have been leaked: 0 1
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Thoatse posted:For today's Stimpire moment, I present to you the worst type of deskeletonization This seems excessive.
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Thread is slow, posting space pics![]() ![]() ![]()
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Oh yeah? Well, https://vimeo.com/22439234
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More space pics![]() ![]() ![]()
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lovely console space graphics: https://www.youtube.com/watch?v=CSwte6iXCQ8
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Tippis posted:And anyway, it's not like it's anything new to them. After all, what is a jpeg but a big chunk of serialised variable? Exactly - this is what Chris understands in his vision and what all the naysayers are refusing to see: everything is still down to bits in the code - it's still digital. Just like real life, where all atoms, however different their elemental manifestations, are still comprised of the same subatomic particles - this understanding, until now only achievable only by Chris Roberts, allows you to see that all computer code is also the same. Hence if you make a ship JPEG, it will also serve as a ship. If you create space, the JPEG can be in that space. If you make a spaceman, you control the spaceman controlling the JPEG. Then adding planets is just a matter of hiring a different kind of artist - in the end, it'll all be converted to JPEGS anyway, and then plugged into digital space. Since it's all just code anyway, it all just works - the server mesh and the network 2.0 leverage subsumption and the power in the machines to make something truly visionary. We've had the technology the whole time, but the publishers didn't want anyone to know about it. It's not in a Big Publisher's interest to make the best game of all time which will cement their name in the annals of gaming history and guarantee a lifetime of unmatchable income - that's not the kind of thing for-profit businesses are interested in. Even the motion capture they did years before they knew what kind of game they were making is just bits - it'll plug into everything else. No matter what they build, the motion-capture sequences they made will work around it. Motion-capture a guy climbing stairs, but in the final production there are no stairs there? That's not a problem at all because programming. Forgot to put atmospheric considerations in your space game? No issue at all because patch 3.0. Forget to make an actual game as well? More than 5 years in and nobody on earth, including the CEO, has any idea whatsoever what they're making, and no idea what they're working towards? Every game is made that way - goons don't understand that even Donkey Kong was an accident involving a discarded arcade cabinet, 2 pounds of silicon, a hot glue gun, and a carelessly left-open bottle of floor wax. I for one am excited about serialized variables and the exciting new things that will make it possible for us to imagine. Scruffpuff fucked around with this message at 21:44 on Jun 16, 2017 |
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Magnificent. I can make out the Stanton system.
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Star Citizen basically stole it's idea from Star Ocean: Till the End of Time In that we all find out we are in a simulation, The Verse, and when we go to fight Chris Roberts with laser swords he will delete the universe
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Thoatse posted:For today's Stimpire moment, I present to you the worst type of deskeletonization July 14th is always a bitch in the Stimpire.
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Colostomy Bag posted:Magnificent. I can make out the Stanton system. ![]()
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New schedule report https://www.diffchecker.com/oQY2DFl1 quote:Completed 4 reworks of things already finished, but still not actually completely "finished" a new golf cart marked complete even though you cant transport it or use it on a planet and whatever the gently caress "diffusion subset" means. Actual gameplay features 0 Nicholas fucked around with this message at 22:27 on Jun 16, 2017 |
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The_Groove posted:examples of serialized booleans used in Door 2.0 technology have been leaked: Yes, this is just another example of CIG being willing to being willing to invest the resources and time to create the fundamental technology and tools that the conventional game developers either will not or cannot (i.e. they are prevented by those that hold the purse strings) do themselves.
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Tippis posted:Oh yeah? Well, https://vimeo.com/22439234 Pathetic. No Big Bennys, no good ![]()
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Nicholas posted:New schedule report heh, volumetric fog is now in an undefined state. It says ETA Jun 9 but it's not marked as "feature" complete.
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Nicholas posted:New schedule report quote:The conversion to the Item 2.0 ships and how they work has introduced unforeseen issues with their physics. This will require a combination of Tech Design and Physics code to address the situation. If there is one thing they are good at, is solving physics issues.
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Did it land on the avocados' faces yet?
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who was the redditor taunting DS a week ago that 3.0 was going to be released today lol
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AbstractNapper posted:Did it land on the avocados' faces yet? not for weeks lmao
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Citizencon info: https://robertsspaceindustries.com/comm-link/transmission/15961-CitizenCon-Tickets-Announcement Should be a hoot. Might have 3.0 ready.
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CitizenCon scheduled for 27 October this year in Germany: https://robertsspaceindustries.com/comm-link/transmission/15961-CitizenCon-Tickets-Announcement A mere €50 to be there in person when the Crobbler spits all over a cake. Edit: Beaten since the release of the post was delayed by while I answered the call to refactor the serialised variables. Dial A For Awesome fucked around with this message at 22:50 on Jun 16, 2017 |
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darkarchon posted:Thread is slow, posting space pics these are awesome
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Colostomy Bag posted:Citizencon info: Still confused on how these are a convention. Aren't they really just a few hours of powerpoint presentations?
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phosdex posted:Still confused on how these are a convention. Aren't they really just a few hours of powerpoint presentations? I don't see how that has any bearing on the accuracy of the name.
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Scruffpuff posted:Even the motion capture they did years before they knew what kind of game they were making is just bits - it'll plug into everything else. No matter what they build, the motion-capture sequences they made will work around it. Motion-capture a guy climbing stairs, but in the final production there are no stairs there? That's not a problem at all because programming. Forgot to put atmospheric considerations in your space game? No issue at all because patch 3.0. Clearly you understand game development. Check out this whiny diatribe full of excuses about how animation actually 'works' made by a bunch of lazy amateurs who understand neither fidelity or motion capture: https://www.kickstarter.com/projects/1535515364/pathologic/posts/1912213 Can't believe I was dumb enough to back this. (I am so glad I backed this, it looks incredible - check out dancing madness lady!)
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Nicholas posted:New schedule report quote:The Ship Art team is aiming to create another set of Derelict ships to be used in the Persistent Universe. These exploration rewards will appear to have been used as shelter by somebody rather than just being empty. Unfortunately, we’re still working on AI functioning on the planet surface, so they will looked lived in, but uninhabited. For now… So... still no human NPCs then? Also someone posted a timeline of SC detailing events and the expected crash. One of the events was "Beer4thebeergod proved right" or something along those lines. Can anyone explain what that is about? I only just started reading this thread the last few months after ignoring SC for 4 years or so so I have no idea what this refers to.
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![]() How is this thread not full of posts about how excited everyone is for "Go collect 25 INSANELY GENERIC ALIEN BUG legs" fetch quests? Beet Wagon fucked around with this message at 23:17 on Jun 16, 2017 |
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That is one fidelitous bear rear end
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So on the subject of networking and dreams how is something like a MISC Hull E suppose to work? The specs say it has 98304 standard cargo units. When it is just travelling through space you don't have to update cargo, you can just assume the cargo system is working. But what happens when some players come along and start blasting a Hull E? For fidelity reasons are they really going to have thousands of objects just start floating around needing constant updates on the 64 bit position, direction, speed and rotation for each object for say 20 players? It is just absurd to think about the gulf between what their stated goals are and what can actually be done.
kilus aof fucked around with this message at 23:38 on Jun 16, 2017 |
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kilus aof posted:So on the subject of networking and dreams how is something like a MISC Hull E suppose to work? The specs say it has 98304 standard cargo units. When it is just travelling through space you don't have to update cargo, you can just assume the cargo system is working. But what happens when some players come along and start blasting a Hull E? For fidelity reasons are they really going to have thousands of objects just start floating around needing constant updates on the 64 bit position, direction, speed and rotation for each object for say 20 players? It is just absurd to think about the gulf between what their stated goals are and what can actually be done. Well yeah, but the cargo will be Serialized Variables, so it'll be fine
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phosdex posted:Still confused on how these are a convention. Aren't they really just a few hours of powerpoint presentations? Yeah but remember just how desperate citizens are for even the tiniest scraps of new information
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# ? Apr 26, 2025 19:37 |
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kilus aof posted:So on the subject of networking and dreams how is something like a MISC Hull E suppose to work? The specs say it has 98304 standard cargo units. When it is just travelling through space you don't have to update cargo, you can just assume the cargo system is working. But what happens when some players come along and start blasting a Hull E? For fidelity reasons are they really going to have thousands of objects just start floating around needing constant updates on the 64 bit position, direction, speed and rotation for each object for say 20 players? It is just absurd to think about the gulf between what their stated goals are and what can actually be done. youve already put more thought into this than CIG
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